ID:163563
![]() Aug 18 2007, 7:30 am
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Hey one and all, This is less of a Coding problem but more of a map Question, the maximum Allowed map size for byond is 1000x1000 with 1000 maps, Yet, If you try put it above say. 100 maps with 1000x1000... It'll give an error ''Out of memory'' And thats after it trys its hardest to compile, Whether this is a problem with my Memory capacity on my PC or the byond system I don't know. Any advise and solutions on this matter would be very Helpful, Thank you in advance - Keiron.
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In addition to what Jon said, the maximum amount of turfs you can actually have is about 16 million. That's 1000x1000x16, or 100x100x1600.
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Keiron wrote:
Hey one and all, This is less of a Coding problem but more of a map Question, the maximum Allowed map size for byond is 1000x1000 with 1000 maps It is in fact not. At 1000x1000 you'll be limited to 16 maps. The maximum number of turfs is around 16.7 million. Yet, If you try put it above say. 100 maps with 1000x1000... It'll give an error ''Out of memory'' And thats after it trys its hardest to compile, Whether this is a problem with my Memory capacity on my PC or the byond system I don't know. Any advise and solutions on this matter would be very Helpful, Thank you in advance - Keiron. 1000x1000x1000 is one billion. Even if every turf took only a byte in memory (which it doesn't), that's just under 1GB. Clearly that's way too much. If you really want to use a lot of maps of that size, I suggest you use a library to swap them in and out at runtime. There are several map saving/loading libraries you can use. Lummox JR |
Thanks.. Its a shame I can't have a map as big as hoped, I was hoping for a very large mapped game, Just for a very large world feel.. But oh well ^_^'.. I'll look into the Swap maps etc if I really need to, I'll discuss it with the game community,
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Keiron wrote:
Thanks.. Its a shame I can't have a map as big as hoped, I was hoping for a very large mapped game, Just for a very large world feel.. But oh well ^_^'.. I'll look into the Swap maps etc if I really need to, I'll discuss it with the game community, 1000×1000 will indeed feel very large. It's a great goal to aim for, but there's no way you could hold a gazillion of those at once. Interplay's Lord of the Rings used maps at about that size, and only kept one loaded at a time. (And at that, it only actually kept part of the map truly loaded, because there was no such thing as having a full megabyte of memory to work with then.) Your maps are gonna be multi-megabyte files in their raw form, to say nothing of the memory they'd use when loaded. Lummox JR |
Yeah, Your right. Just gonna have to work out how to cut it down and share the map size equally and still make it look as immense as it can be ^_^
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I built a map for my graphical chat called Ensya which was 500x500x1, essentially. It took me over three weeks to finish it. At that rate, one 1000x1000x1 map would take you 3 months to finish. At THAT rate, 1000x1000x1000 would take you 250 years to finish. Believe me, you'd get burned out way before that time. ;)
If 1000x1000x1 seems too small for you, I HIGHLY suggest you spend more time focusing on detail in your map instead of focusing on sheer size. Most people will be more satisfied with a small, detailed map than with a vast, boring one. |
If you really must have that number of turfs available to you, look into solutions for loading & saving maps at runtime. Lummox JR's SwapMaps is one library that could be helpful, but there's a bunch of other map-loading libraries too.